Just happened to me too. WTF....

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----- Mensaje original -----
> De: "Russell Smith" <ve...@tinylittlerobots.us>
> Para: "Half-Life dedicated Linux server mailing list" 
> <hlds_linux@list.valvesoftware.com>
> Enviados: Jueves, 13 de Octubre 2011 19:27:06
> Asunto: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
> Defeat: Source and Half-Life 2: Deathmatch
> Updates Released
> Anyone else have their mapcycle/maplist files overwritten with the
> patch? Happened to me on 2 updated TF2 servers.
> 
> Russell
> 
> On 10/13/2011 1:41 PM, Jason Ruymen wrote:
> > Required updates for Team Fortress 2, Counter-Strike: Source, Day of
> > Defeat: Source and Half-Life 2: Deathmatch are now available.
> > Counter-Strike: Source has also been moved to use its own engine and
> > dedicated server depots. Because of this, dedicated server files for
> > Counter-Strike: Source will now be under a 'css' folder.
> >
> > The specific changes include:
> >
> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> > - Fixed an issue with the multi-threaded renderer which could cause
> > a crash on map change
> > - Adjusted whitespace to improve formatting in status command output
> > - Changed stats output to show KB/s instead of bytes/sec, added a
> > connections column, and changed the users column to "Map changes"
> > - Fixed game servers not being able to execute the retry command due
> > to the dependence on the connect command (which is not executable by
> > game servers)
> > - Made sndplaydelay executable by servers
> > - Server frame rate is now based on the tickrate of the active
> > Source mod, not the fps_max convar
> > - Server processing delays have been reduced, especially for servers
> > on modern Linux kernels
> > - Entity processing logic has been optimized to significantly reduce
> > CPU usage on full servers
> > - Multi-threaded server code is now enabled by default under Linux
> > (already enabled on Windows)
> > - An exploit with non-printable characters causing lag on Windows
> > servers has been fixed
> > - CPU is fully yielded back to the system whenever the server is
> > running faster than the tickrate
> > - Dramatic increase in performance for low-level math libraries
> >
> > Day of Defeat: Source
> > - Removed tickrate command line parameter
> > - Updated the localization files
> >
> > Counter-Strike: Source
> > - Prevent AWP cycle time exploit using quick switch
> > - Fixed bug causing HUD History to display item pickups from nearby
> > players
> > - Increased sized of HUD History resource to prevent clipping
> > - Changed grenade damage so that it always hits HITGROUP_GENERIC and
> > takes into account armor for damage calculations
> > - Reduced standing and moving accuracy for pistols
> > - Decreased accuracy while moving with sniper rifles
> > - Added additional legacy mode (3) to cl_dynamiccrosshair
> > - Updated the localization files
> >
> > Team Fortress 2
> > Manniversary:
> > - Experimenting with a new store interface with a subset of players
> > - Added several dozen community items in celebration of the
> > Manniversary
> > - Added loadout presets -- each class can now store four complete
> > loadouts, including weapons and cosmetic items, and change between
> > them with the press of a button.
> > - Added a new item type that can accept user-applied decals. Take
> > any image off your hard drive, put it on a stick, and then smash
> > people with it! (See the Decal Tool in the store!)
> > - Added new co-operative high five taunt
> > - Class select menu now shows the active loadout for each class
> > - Characters can now equip two misc-slot items at once
> > - Added a new in-game abuse-reporting system (see "Capture abuse
> > report data" under "Miscellaneous" controls)
> > - Non-newly-released weapons in the store can now be tried out for
> > free once per week! This will give you a fully-functional version of
> > the weapon to be used in-game for no cost. If you decide you like
> > it, you can purchase it for a discount during the trial period.
> > - All items purchased in the store can be used for crafting and can
> > be traded after a few days
> > - Added a new startup music track from Meet The Medic
> > - Integrated with the new Steam Workshop to enable the publication
> > and management of community contributed content
> >
> > Maps:
> > - Added new community control point map Gullywash. Stamps are
> > available in the store to support community map authors!
> > - Barnblitz is now available for offline practice
> > - Frontier: various geometry fixes
> > - Gorge/5Gorge: added team-specific func_nobuild brushes in elevated
> > forward spawn areas
> >
> > Replay:
> > - New camera shake functionality added for replays that are not
> > sufficiently dramatic
> > - New slow-motion functionality added for replays where even camera
> > shake does not provide sufficient drama
> > - Added support for recording voice chat into replays
> >
> > Items:
> > - Pocket Medic can now be equipped by the Soldier in addition to the
> > Heavy
> > - World Traveler's Hat and the Connoisseur's Cap are now paintable
> > - Bonk Boy and Foster's Facade are now misc slot items
> > - Fixed The Director's Vision not playing animations correctly for
> > all classes in the loadout screen
> > - The Killer Exclusive is now paintable
> > - When sorting the backpack, otherwise-equivalent items will sort by
> > strange weapon rank and crate series number if possible
> > - When selecting items from the loadout, weapons with different kill
> > eater ranks will all show up
> > - Hat of Undeniable Wealth And Respect animations have been added.
> > Really.
> > - LOD models added to several older cosmetic items
> >
> > Response Rules:
> > - Reduced the chance of many response lines occurring
> > - Responses related to cart progress no longer play when disguised
> > - Players will now always call for a medic when low on health or
> > when on fire when a medic is under the crosshair, whereas previously
> > the character would ask the medic to follow them
> > - Named base items will no longer trigger responses that were
> > supposed to be for new item variants
> > - Added additional Jarate hit responses
> > - Demoman:
> >     - Added achievement award response
> >     - Removed "I didn't need your help y'know" line if being healed
> >     by a Medic
> >     - Saxxy kills will use the same lines as kills from the frying
> >     pan
> >     - Taunting with The Pain Train or the Saxxy now plays the same
> >     taunt as the grenade launcher
> >     - Added a taunt for The Ullapool Caber
> > - Engineer:
> >     - Fixed a problem that caused him not to say thanks after
> >     exiting a teleporter
> >     - Saxxy kills will use the same lines as kills from The Golden
> >     Wrench
> >     - Added a previously unused golden wrench kill line
> >     - Added an occasional response when swinging The Gunslinger
> >     - Wrangler taunt now performs the pistol taunt animation
> > - Heavy:
> >     - Added a previously unused fist swing line
> > - Medic:
> >     - Added a line to the response that occurs when doing a battle
> >     cry while looking at an enemy while holding a melee weapon
> >     - Taunting with a Saxxy plays the medigun taunt
> >     - Taunting with the Solemn Vow or the Crusader's Crossbow now
> >     plays the same taunt as the syringe gun
> > - Scout:
> >     - Removed the response when killing an enemy Scout or Pyro and
> >     moved the lines to the dominating Pyro/Scout response
> >     - Added a rare response to double jumping after getting a recent
> >     kill
> > - Sniper:
> >     - Reduced chattiness when getting many sequential kills
> >     - Added a missing line to the scoped revenge response
> >     - Taunting with a Saxxy no longer play lines that reference a
> >     knife
> > - Soldier:
> >     - Added a line to the getting übercharged response
> >     - Taunting with the Righteous Bison, Battalion's Backup, or the
> >     Saxxy now play the Buff Banner taunt
> >
> > Bots:
> > - TFBots have a percentage chance of noticing weapon fire based on
> > their difficulty level. Easy bots are fairly oblivious, and Expert
> > bots notice pretty much everything.
> > - TFBots now treat certain weapon attacks as "quiet" (Spy knife,
> > cloaking/uncloaking, some melee weapons, fists, etc). "Quiet"
> > weapons can only be heard by TFBots when nearby, and their chance of
> > being noticed is halved if the environment is "noisy" (ie., lots of
> > non-quiet gunfire going on in the area). This greatly improves Spies
> > ability to backstab TFBots without the entire team immediately
> > turning on them.
> > - Spy bot improvements:
> >     - Spy bots are much better about circling around and
> >     backstabbing their victims now
> >     - Improved Spy bot target selection in some situations (ie:
> >     clusters of sentries and enemy players)
> >     - Spy bots will give up on an attack and retreat if an enemy
> >     sentry gun aims at them
> >     - Spy bots now avoid nearby enemies while disguised and/or
> >     cloaked so they don't bump into them and give themselves away
> >     - Spy bots now have a simple notion of when their "cover is
> >     blown" now
> >     - Spy bots lead their target's position as they chase them down
> >     for a backstab now
> >     - Spy bots don't go after victims until setup time has elapsed
> >     - Hard and Expert Spy bots avoid looking at their prey until
> >     they get close and go for the stab
> >     - Easy Spy bots don't avoid enemies, or try to get behind before
> >     stabbing
> >     - Normal Spy bots don't avoid enemies
> >     - Fixed bug where Spy bots would jump against the enemy spawn
> >     gates during setup time
> > - Medic bot improvements:
> >     - Medic bots stick much closer to running patients now
> >     - Medic bots stick much closer to their patient if they have an
> >     Ubercharge ready, or are deploying their Uber
> >     - Medic bots hide from Sentryguns now, too
> > - Pyro bot improvements:
> >     - Pyro bots are less "pushy" with their compression blast, but
> >     will use it against Ubers and to get enemies off of a capture
> >     point
> >
> > Other:
> > - Razer Hydra support can be enabled via "sixense_enabled 1" in the
> > console. See http://sixense.com/tf2 for details.
> > - Added "tf_allow_taunt_switch". Set to 0 for disallowed (default
> > behavior), 1 for old bug behavior, or 2 to allow weapon switching
> > any time during the taunt.
> > - Screenshots can now be hooked up to the Steam Community
> > automatically. There is a new option to control this under
> > "Miscellaneous" in the Advanced Options page.
> > - Fixed gold ragdolls playing custom death animations when they
> > should be locked in a pose
> > - Fixed Buffalo Steak Sandvich not having a cooldown if the Heavy is
> > at full health.
> > - Fixed touching a cabinet while under the effects of the Buffalo
> > Steak Sandvich removing the mini-crits but not removing the melee
> > weapon restriction
> > - Fixed particle effects not showing up on spy disguise items
> > - Fixed spies never using genuine, community, or self-made items as
> > disguise weapons
> > - Fixed demoman weapons primary/secondary being backwards in the
> > loadout screen
> > - Fixed effects on Sticky Jumper grenades
> > - Fixed net_graph not updating server framerate when FPS is greater
> > than 1000
> > - Fixed game servers not being able to execute the retry command
> > - Renamed tf_show_voice_icons to mp_show_voice_icons
> > - Updated the localization files
> >
> > Jason
> >
> >
> > _______________________________________________
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> 
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